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“Hopping between tiles” is gameplay too!

When we think of gameplay, we often picture explosions, boss fights, or upgrade systems. But one of the oldest and most intuitive forms of play…
This entry was posted in Game Sparks on July 5, 2025 by Richard Bai.

Push to Play: Why the Red Button Embodies Core Gameplay

A big red button is gameplay. Case Study: Crossy Road – The One-Tap Masterstroke Crossy Road is a modern mobile classic built on a single…
This entry was posted in Game Sparks on July 5, 2025 by Richard Bai.

No Scene, No Story: Why NPCs Need Drama-Driven Contexts

An NPC only comes to life when placed in a dramatic context. That’s when the ‘drama’ truly begins. Case Study: AdVenture Capitalist – The Greedy…
This entry was posted in Game Sparks on July 5, 2025 by Richard Bai.

No Personality, No Blueprint: Why Designers Must Write Before Artists Draw

A game designer must create NPCs with drama and distinct personality. If you can’t design a memorable, vivid character, it means you don’t know what…
This entry was posted in Game Sparks on July 5, 2025 by Richard Bai.

Inspiration vs. Noise: The Creative Discipline of Taste

When you run out of inspiration, turn to great literature, classic films, and iconic brand advertising. Use search engines wisely to expand your ability. Mindless,…
This entry was posted in Game Sparks on July 5, 2025 by Richard Bai.

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